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  1. #31
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Because we play under developers who prefer to make damage almost always the objectively best solution? Because when players have the choice of the unfun but numerically far superior option (as damage has pretty much always been in this game), most take it regardless of its relative cost to their gameplay? Because when you give options each from category Superior and category Inferior, the latter may as well not exist? Because it only really offers choices in answer to "How much can I be less of a tank" as the best progression path for tanks?

    You'd effectively just give us gear with a single secondary stat each, completely contrary to the player choice my model is aimed at.
    Do recall this thread makes the assumption that additional background changes are implemented to accommodate a suggestion.

    The Devs prior behavior can be, in this land of make believe, considered invalid and moving forward we can have wildly different encounter set ups. Don't work under the assumption that damage is always the more efficient solution.

    If we're just going to labor under the assumption that only damage matters, we might as well close up shop, because we have a whole forum of that to work with already.

    So let me clarify.

    The primary issue I have with such specific secondary effects to the attributes is that I cannot choose to have those specific interactions without picking an offensive stat I may not want.

    I might even argue that shifting the passive power gain to pure item Level or primary attributes and letting things that dictate your rotation be the primary sub-stats themselves would be the better course.
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    Last edited by Kabooa; 10-29-2019 at 11:57 AM.